Chronicles of Corrupted Knights (CoCK)
is a
transformation-focused roguelite rpg
. Sort of like if Corruption of Champions had more graphics, or if you merged FTL with Dragon Quest and made it all really lewd.
Story
Spoiler
Helia, Lady of Light... Aleroc the Warrior... Tittania the All-Mother... Urso the Hunter... Selbin the Secret-Keeper... And
Lilia the Loving
...
Since time immemorial, the gods have protected us from Chaos, the formless entity forever gnawing at the foundations of our world.
That is, until Lilia, hoping that love might succeed where violence had failed, resolved to meet Chaos.
Their erotic affair bound them together, transforming them into something else entirely.
Now Lilia the Lustful, the
Fallen Goddess
, spreads her insatiable desire across the world, seducing and corrupting everything within her reach.
One hope remains: enter her Corrupted Realm, reach the center of her power, and somehow restore her to her former self…
Free Build 0.2.2.3
General
Big changes to the way most transformations are handled. Mostly not player-facing themselves, but some are!
Stats
Orgasms now add +2 Corruption, up from +1. But, there are new ways to slow/reverse your corruption gain - see below
Items
Decoupled transformation stories from equipment itself. Equipment no longer changes you by default. Instead, you can find Echoes, crystalized memories of previous adventures, and use them to enchant a piece of equipment. This will give the equipment stat bonuses, a new move, and a Corruption Capacity. As long as you wield it, when you’d gain corruption, it gains it instead - but taking on corruption always has a price, and the backlash will change you in other ways.
NEW ITEM TYPE: Echoes: Crystalized memories of previous adventurers. You can use one to drain 1 corruption, or bind one to an item, giving it stat bonuses, new moves, and a Corruption Capacity. An echo-bound weapon will slow your corruption gain by absorbing some itself, but will transform you in the process.
Every single piece of equipment had its moves replaced or altered.
Food item tf changed from the previous system (eat → slow stat change → eventually your character notices) to a less-opaque, more understandable system (eat → for the next while get specific discrete tfs every so often).
Altered text for transformation events depending on their source (echoes, food, etc)
Combat
Added customized in-combat message when you orgasm
4 new post-combat scenes (including the two chosen by the Patreon poll)
Map
8 new map events
Fixed annoying bug involving events causing delays, and the way they interact with scheduled future events.
Other
Added a little UI animation for when the event window is closed. Subtle, but I think it helps a lot with distinguishing between related sequences of pages.
A bunch of miscellaneous typos and bugfixes.
Free Build 0.2.1.1
New free build! The biggest thing here is two new equipment sets - six items, doubling the total amount of transformative equipment. There are also a couple new enemy scenes, and a general rebalance that should make it easier to remove unwanted bodyparts. Full changelog below:
Changes since last free build:
Two new sets of equipment (six pieces total, with >20 events totaling >10K words):
The Patreon poll winner: a hard-edged female rogue who grows truly titanic tits.
The Patreon poll runner-up: a bold male adventurer becomes a big-butted femboy (restyled to a grizzled mercenary as I wrote it, but the tf is what's important, right?)
Two new post-combat scenes! One for the imp seductress, and one for the Imp warrior.
Two new chest-focused consumables: Budberries and Pecnuts. (I added these as a freebie to the last free version as well, but technically they're supposed to be here.
Changes to existing consumables that should make it easier to remove unwanted bodyparts (in general, things that ex. grow your cock will shrink any existing vaginas by about half as much - and vise versa).
Various bugfixes
Free Build 0.2.0.5
Major Changes:
Save support! Autosaves only during a run, though, because it’s a roguelite. You can switch between three profiles, which will be more relevant once I start on the metagame layer with between-run upgrades, companions, etc. (As usual, I fixed all the bugs I could find but expect some will have slipped through. Send in reports and I’ll fix them as fast as I can).
Also, the game saves your settings now between all profiles. No more resetting volume every time.
Cheat menu (Patrons only):
As a side effect of the changes I made for save support, this loads much faster now.
Added “Actions” panel. Only has a couple options right now (add shards, advance storm), but expect more in the future
Items:
Slightly increased how long it takes a given piece of equipment to become fully corrupted
Most food adds a bit more to the hunger meter than it used to. Purified rations are about twice as filling as other foods.
Most food now heals more - about a third as much as a health potion, so useful in a pinch.
Changed the loot tables so you should see resolve potions more often (at least, when a potion is drawn).
Rebalanced the transformation effects on a number of foods (most are at least a little more potent than before, and many that grow one part will at least slightly shrink an opposite part)
Combat:
Now, when you surrender, you can choose a specific character and get a random scene with them (if available)
“Usable” items are now instant, and don’t take up your turn. Should make things like potions a lot more useful.
The default “Catch Breath” move no longer fully fills your bars. (That was left over from testing by accident). It fills them some, but the recovery moves from Accessories are generally better.
When stunned, the game no longer makes you choose a move just to continue being stunned. Instead, combat continues until you’re not.
Weather effects now apply to everyone, all at once, at the end of a round, instead of per person at the end of their turn (should make combat in the storm fell a bit faster)
Added support for battles vs anywhere between 1 and 4 enemies (as opposed to just the 1v3 that existed before). Later releases will have some difficulty ramping, with more dangerous encounters the deeper you travel into the Goddess’s Realm… but for now, I just mixed some 1v2s in with the 1v3s.
Removed most cooldowns from combat moves. I think I left a few on enemies to stop them from spamming especially annoying ones, like the Imp Rogue’s trip.
Tightened up the combat camera code. It should feel smoother/faster now.
Fixed some issues with speech bubbles, so they should no longer get stuck when the camera moves.
Enemies should raise their own lust a little faster, when they decide to do so.
Map:
Map movement is now one space at a time, even if you visited the previous space. No more accidentally committing to a three day sojourn into the storm.
Settings:
Added setting to toggle the combat head-bob camera animation (sorry to anyone who was nauseous)
Misc Bugfixes:
During combat, effect tooltips should now display number of turns, not seconds
Fixed in-combat resolve drain from hunger/starvation.
Fixed issue where sometimes orgasming enemies kept their original sprite layer, making it look like they had three arms
Fixed an issue with effect tooltips not correctly registering your character’s gender.
Fixed the buttons in the settings menu’s fixed gender options. (Male and female were accidentally set to their opposites. Oops.)
Fixed issue where the player’s stats were titled “Player” for the first second of the game
Made it so it’s somewhat less likely that map icons generate overlapping each other. (I’ll try to fix it fully next time)
Fixed an issue where sometimes, on a combat loss, the game would soft-lock with an invalid sex scene.
Fixed some memory leaks in map code and in loot tables. Hoping this fixes some of the odder crashes I’ve heard about?
Fixed issue where stat transferring/draining moves weren’t working right (turns out I’d left a very dumb placeholder in, so had to actually code a new system for it)
Fixed issue where, rarely, an event about noticing your changing body would show a “null” in the middle of the text.
Some bugs remain - ran out of time on this update, but I’ll try to get to them in the next.
deserterblue2026-08-09★★★★★
This is a great proof of concept in terms of setting up the foundation of hte gameplay loop. Simple enough that you can play with just the mouse and decent replayabili8ty for an early version. Pros: - Short and sweet SNFW sequences that happens frequently - AI art, but generated well and uniformly enough that it does not feel disjointed in between scenes - Simple gameplay that adds to the SNFW elements Cons -Contents are either F/Futa or M (Gay).Personally i think this game would be better if it commits to the former since most content leans to that anyway - Too little encounter variety (but this will be fixed soon hopefully)
OrangePeel2026-08-09★★★★★
Great premise but execution falls flat primarily due to extreme repetitiveness and subsequent lack of immersive progression. There is only 3 types of enemies, each very similar to each other and only 2 types of scenes for each (win vs lose). The game's content is neither deep or broad. The only thing it has going for it is the "memory" based corruption progression (e.g. mage, cutthroat, and knight) from their equipment has sufficient progression of scenes, but progression feels random.
Diasenner2026-08-07★★★★★
Honestly one of the best and most well realized concepts in a long time. It's got that classic CoC feel, but with all the oft promised but ne'er delivered visuals that game fell short on. This one is one to watch!
BEGuy30002026-07-14★★★★★
Good start to an interesting game. Lots of transformation effects. Came for the breast expansion and found ass, pussy, and nipple expansion too. Decently done, doesn't feel over the top with AI. It does need more enemies though. Those enemies should also have interesting transformative effects. Can start as female protag so no forced mtf origin. Usually forced mtf is a dealbreaker for me, so I was glad to have the female option. Would be 5 stars if there was more enemy variety. *Edit: Please add lactation too.
Truou3t2026-06-02★★★★★
Pretty good game. There are a few bugs. For example, if you max your stats after 19 (19 is a limit, and this limit doesn't work), it still increases the health/mana/stamina bars, but 19 remains unchanged. There are also only 2 items for each item type (which is a small amount). Thirdly, stats didn't increase the damage (which is very bad), and a map (boss fight) is unfinished/absent. Fourthly, TFs don't influence stats. However, despite all the problems, the UI is good, the realization is good, and the text is good. Definitely waiting for updates.
BlackMamba212026-05-30★★★★★
combat is unbalanced, healing is nonexistent save for the fruits you may or may not be able to get, at worst you'll be stuck in a constant lose loop overr and over again. i dont give a shit if thats the intended idea from the devs, but seeing the ai generated images doesnt exactly paint a good image of them.
AbobaAbaba2026-05-30★★★★★
So, here’s what I’d like to say It’s a pretty good start The use of AI-generated images doesn’t detract from the game; they’re all done in the same style, harmonious, colorful and pleasing to the eye As for the gameplay, everything’s pretty good too. Maybe the combat system is a little unbalanced and drawn-out. Also it would be great to have different character progression paths in the future There are some inaccuracies with the display of the character’s current status and events on the map, but I believe this will be fixed in the future Transformation in this game is well-implemented and offers variety. It would be great to expand on this variety Overall, I’d currently rate this game a 5 out of 10 (0.1.0b Hotfix). And that’s not a bad score - it’s actually quite good. I would recommend waiting a couple of months and playing the more polished version - say, version 0.5. The game has great potential. The main thing is that the developer doesn’t lose interest
ConeEnjoyer692026-05-30★★★★★
(0.1.0 review) seems good so far with the content available - obviously its pretty minimal right now, but if its an indication of how the game will be fully developed and realised this is something worth definitely keep an eye on. I think probably the most notable thing here is the concept and its presentation, I think a lot of games really struggle with what they want to be and communicating that - here it's very clear, there's not much that makes me wonder why did the dev put this here? and the overall presentation of the game - it just not looking like absolute bullshit which is another big problem with a lot of games on the zone as it were tf options are nice, the equipment memory and equipment transformations are great and relatively robust for a 0.1.0 - particularly the equipment transformation mechanics seem like a really nice and creative way of combining gameplay elements and "gameplay" elements which feels really fresh and unique. art is good and consistent relatively standard ai stuff going on - obviously a bit of a turn off to some, but again I think it's thoughtfully enough executed here that I actually liked it. I do think that the femaleMC is a bit strange looking by default - maybe that changes or is planned to change with tf mechanics but I didn't see it while I played maybe a couple of initial ui and balancing issues, specifically a lack of options menu which will presumably be down the pipeline at some point
amnatoris2026-05-30★★★★★
This is a good start to a game. The game runs well, though there are still some minor hiccups related to the usability of the interface and the way the battle system is structured. With some tweaking, it has a lot of promise. The dev also seems responsive. I will update the review once the dev has a chance to do more with their framework.